Flightsim
Flight Simulator — take off, fly over terrain, full flight HUD, land on the runway.
What I asked each model — the Flightsim prompt
Every model on this page got this exact prompt inside the Agent Operating System: Flight Simulator — take off, fly over terrain, full flight HUD, land on the runway.
Single HTML file out. No iteration. No examples in the system prompt. Whatever each model produced on the first run is what's on this page. 28 frontier models have attempted it so far: Claude Fable 5, Fugu Ultra 1.1, Fusion, Gemini 3.6 Flash, GLM-5.2, GPT-5.6 Sol, Grok, Grok 4.6, Grok 4.7, Hy3, Inkling, Kimi K2.7, Kimi K3, MiMo-V2.6 Pro, MiniMax M3, Hermes MoA, Muse Spark 1.2, Opus 4.8, Claude Opus 5, Claude Opus 5.5, Qwen 3.8, Qwen 3.7, Claude Sonnet 5, DeepSeek V4 Pro, DeepSeek V4 Flash, Kimi K2.7 · Fast, Kimi K2.7 · No-Think, Kimi K2.7 · Quality.
Why this task matters. Flightsim is a textbook test of game-class capability — the kind of build that exposes whether a model is doing pattern-matching or actual reasoning. A model that ships this in one shot is usually safe to wire into your agent loop for harder tasks of the same shape.
How each model handled Flightsim
Ranked by my 0–10 score from the source comparison guides on agentos.guide. Click any to play the actual one-shot HTML the model produced.
What I saw: One-shot: real aircraft model (wings/prop/gear) on runway w/ centerline + edge lights + tower, complete glass PFD (speed/alt tapes, pitch ladder, heading ribbon), autopilot demo rolls. Alt tape shows negative rows. Eyeballed.
What I saw: Polished flight sim with a detailed aircraft model, full HUD (airspeed/alt/VS/heading tape/attitude indicator), runway with markings, hangar, control tower and terrain — plus a combat layer with visible drones and cannon reticle. Very strong and shippable, but the enemy at this frame is just a single distant drone and it sits right at the top of the field's best rather than clearly beating it.
What I saw: SHOWCASE BUILD (threejs-game-director): livery aircraft w/ animated control surfaces + prop blur, real flight model (stall/ground effect/graded landings), canvas runway + PAPI + windsock airport, glass-cockpit strip (IAS/ALT tapes, horizon, heading), auto-demo. Eyeball-gate passed.
What I saw: Strong, cohesive flightsim: clean low-poly terrain with mountains/trees, full HUD (airspeed, altitude, VS, heading tape, artificial horizon, throttle), a visible aircraft on the runway, plus a combat/landing loop. No enemies visible in this frame and it's a mid-runway static shot, so it lands just short of the best but is clearly shippable.
What I saw: 66KB · plays clean · three, webgl
What I saw: Renders cleanly with a polished, cohesive HUD—airspeed/altitude tapes, compass, throttle, nav map, brackets and flight-path marker—and a believable runway-perspective terrain with a chase-cam aircraft, hitting all brief elements (takeoff, terrain, HUD, landing assist). Loses a touch versus the top field on visual richness (flat terrain, faint aircraft model) but it's strong and shippable.
What I saw: One-shot score. The world is the best in the run, a low-poly valley with a river, hangar, control tower, marked runway and a sunset sky, plus a proper attitude ball and compass tape. The flight model was dead though: after nine seconds of throttle and five of back-pressure the HUD still read IAS 042KTS, ALT 0000FT, VS +000FPM, unchanged at every sample. Grok 4.6 fixed its own build from that evidence and the live demo now rotates and climbs to 992ft, though it still stalls if you over-pitch.
What I saw: Strong render with a detailed 3D airport (runway, hangar, apron truck), clean chase-cam plane, and a rich professional HUD (heading tape, artificial horizon, IAS/ALT/VS gauges); playtest confirms real takeoff physics — throttle to 100, IAS ramping 55→146kt, ALT climbing 1→236m with VS +60 and heading changes. Minor nit: score stayed 00000 and no explicit landing was demonstrated, but the flight loop clearly works and looks great.
What I saw: Clean HUD with working attitude indicator, heading tape, throttle/gear/score panels, and a decently modeled aircraft with wings, nav lights and prop; but the terrain reads as an empty green haze with no visible runway, trees or structures from this altitude, leaving the world flat and generic compared to the field's best.
The winner on Flightsim
Fusion took gold on this task. showcase · game-director.
What I saw: SHOWCASE BUILD (threejs-game-director): livery aircraft w/ animated control surfaces + prop blur, real flight model (stall/ground effect/graded landings), canvas runway + PAPI + windsock airport, glass-cockpit strip (IAS/ALT tapes, horizon, heading), auto-demo. Eyeball-gate passed.
See Fusion's full model card: /models/fusion. Direct head-to-head against the runner-up: Fusion vs Claude Opus 5.
Every attempt — live, playable
Side by side. Click any tile to run that model's actual one-shot HTML in a new tab.
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▶ LIVEHow I scored Flightsim — methodology
Three axes, 0–10 each, averaged. Runs: drop the .html in a browser; if it opens to a broken page, it scores zero. Hits the brief: did the model ship the thing the prompt asked for, or a different thing it found easier. Looks good: visual polish, motion, interactivity — where most of the gap between gold and silver lives.
My scores trace back to the source comparison guides on agentos.guide. See the full methodology page for data provenance, including which source guide each cell's score came from.
Related
More game benchmarks: all tasks in the Game category · See the best AI model for Flightsim · Back to the leaderboard
Run this stack yourself.
Every demo on this bench was built inside the Agent Operating System — one prompt, one shot, single HTML file out. The Agent OS, the prompts, the templates, the weekly walkthroughs and 4,000+ founders shipping with it every day all live inside the AI Profit Boardroom.